Shortly after I posted the first part of Iteration I got asked why I was looking at such a high disadvantage limit (or would that be low?) My short answer was and still is that flawed characters are more interesting, but I think I need to explain this in more detail. I had implied that it the limit was to give players room to play around with more flawed and hopefully nuanced characters, but I guess this wasn't very clearly conveyed and that I need to go deeper into it.

If you look at the core design of GURPS there's a few things that stand out. First is that the rules for resolving things are very simple: you roll 3d6 compare it to a number you're trying to meet or get under to resolve an action, you roll 3d6 with a modifer on a table to see what kind of reaction occurs, and you roll some number of d6s with modifiers to see how much hurt you just got hit with. Second is that GURPS doesn't favor any genre (except for hard versus soft, GURPS definitely favors hard.) Third is things like a character's personality and background are intimately tied to the mechanics of the character. Hand ten people the same D20 character sheet of a paladin with no name or gender and you'll get ten very different characters. Hand those same ten people the same GURPS character sheet of a paladin with no name or gender and you'll get ten interpertations on the same character. GURPS, for all of its reputation as a crunchy system, places a very heavy emphasis on the roleplaying.

This leads to why I'm looking at such a large disadvantage limit. The Delta is a setting where PCs with dark pasts that come back to bite them or are recovering from mental and emotional trauma are the norm. A larger disadvantage limit allows for characters that have multiple flaws. -100 points may seem like a lot, but by the time you add in a rival, a code of honor, and a few issues for them to deal with, those points go quickly. I also think it's important to point out that these are limits, and you don't have to meet them. You could make a 200 point character with a -10 point sense of duty and call it a day. Some may still ask if -100 points is too much, and to them I answer with a shrug. I just don't know the system well enough to say for certain without playing around and experimenting. That's part of the playtest, and if I feel that it's too much, then I can change it. The object here is to fail faster and get to a point where someone can run or play the game after reading about the setting and what's available.

Anyway, that's my piece on why I want a larger disadvantage limit. Next post will actually be me making characters. I promise. :)